Reputation: 47
Could anybody provide a working code which uses SharpDX with D3D11, does instancing and uses SharpDX's content pipeline? I have several problems there. I came to understand, that one should use a SharpDX.Direct3D11.InputLayout to describe the input of the vertex shader. There I already have a problem. I use SharpDX's content pipeline, so the shaders are compiled in compile time and not in runtime. Where do I get the shader's byte code then? It shouldn't be that hard, but it seems that it's inaccessable from the effect object. My other question is, that how can I set the created SharpDX.Direct3D11.InputLayout before the current DrawIndexedInstanced call?
Upvotes: 0
Views: 595
Reputation: 47
Already solved, there are some nice pitfalls, one should avoid:
Upvotes: -3